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/*
* Copyright (c) 2010-2011 OTClient <https://github.com/edubart/otclient>
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
#include "map.h"
#include "game.h"
#include "localplayer.h"
#include "tile.h"
#include "item.h"
#include "missile.h"
#include <framework/graphics/graphics.h>
#include <framework/graphics/framebuffer.h>
Map g_map;
void Map::draw(const Rect& rect)
{
if(!m_framebuffer)
m_framebuffer = FrameBufferPtr(new FrameBuffer(MAP_VISIBLE_WIDTH * NUM_TILE_PIXELS, MAP_VISIBLE_HEIGHT * NUM_TILE_PIXELS));
g_graphics.bindColor(Fw::white);
m_framebuffer->bind();
// draw offsets
LocalPlayerPtr localPlayer = g_game.getLocalPlayer();
Point walkOffset = localPlayer->getWalkOffset();
//TODO: cache first/last visible floor
// draw from bottom floors to top floors
int firstFloor = getFirstVisibleFloor();
const int lastFloor = MAX_Z-1;
for(int iz = lastFloor; iz >= firstFloor; --iz) {
// draw tiles like linus pauling's rule order
const int numDiagonals = MAP_SIZE_X + MAP_SIZE_Y - 1;
for(int diagonal = 0; diagonal < numDiagonals; ++diagonal) {
// loop through / diagonal tiles
for(int ix = std::min(diagonal, MAP_SIZE_X - 1), iy = std::max(diagonal - MAP_SIZE_X, 0); ix >= 0 && iy < MAP_SIZE_Y; --ix, ++iy) {
// position on current floor
Position tilePos(m_centralPosition.x + (ix - PLAYER_OFFSET_X), m_centralPosition.y + (iy - PLAYER_OFFSET_Y), m_centralPosition.z);
// adjust tilePos to the wanted floor
tilePos.perspectiveUp(m_centralPosition.z - iz);
//TODO: cache visible tiles, m_tiles[] has a high cost (50% fps decrease)
if(const TilePtr& tile = m_tiles[tilePos]) {
// skip tiles that are behind another tile
//if(isCompletlyCovered(tilePos, firstFloor))
// continue;
tile->draw(tilePos.to2D(m_centralPosition) - walkOffset);
}
}
}
// after drawing all tiles, draw shots
for(const MissilePtr& shot : m_missilesAtFloor[iz]) {
Position missilePos = shot->getPosition();
shot->draw(missilePos.to2D(m_centralPosition) - walkOffset);
}
}
m_framebuffer->unbind();
g_graphics.bindColor(Fw::white);
m_framebuffer->draw(rect);
// calculate stretch factor
float horizontalStretchFactor = rect.width() / (float)(MAP_VISIBLE_WIDTH * NUM_TILE_PIXELS);
float verticalStretchFactor = rect.height() / (float)(MAP_VISIBLE_HEIGHT * NUM_TILE_PIXELS);
// draw player names and health bars
//TODO: this must be cached with creature walks
for(int x = 0; x < MAP_VISIBLE_WIDTH; ++x) {
for(int y = 0; y < MAP_VISIBLE_HEIGHT; ++y) {
Position tilePos = Position(m_centralPosition.x + (x - PLAYER_OFFSET_X + 1), m_centralPosition.y + (y - PLAYER_OFFSET_Y + 1), m_centralPosition.z);
if(const TilePtr& tile = m_tiles[tilePos]) {
auto creatures = tile->getCreatures();
if(creatures.size() == 0)
continue;
for(const CreaturePtr& creature : creatures) {
Point p((7 + (tilePos.x - m_centralPosition.x))*NUM_TILE_PIXELS + 10 - tile->getDrawElevation(),
(5 + (tilePos.y - m_centralPosition.y))*NUM_TILE_PIXELS - 10 - tile->getDrawElevation());
if(creature != localPlayer) {
p += creature->getWalkOffset() - walkOffset;
}
creature->drawInformation(rect.x() + p.x*horizontalStretchFactor, rect.y() + p.y*verticalStretchFactor, isCovered(tilePos, firstFloor), rect);
}
}
}
}
}
void Map::clean()
{
m_tiles.clear();
}
int Map::getFirstVisibleFloor()
{
int firstFloor = 0;
for(int ix = -1; ix <= 1 && firstFloor < m_centralPosition.z; ++ix) {
for(int iy = -1; iy <= 1 && firstFloor < m_centralPosition.z; ++iy) {
Position currentPos(m_centralPosition.x + ix, m_centralPosition.y + iy, m_centralPosition.z);
if((ix == 0 && iy == 0) || isLookPossible(currentPos)) {
Position upperPos = currentPos;
Position perspectivePos = currentPos;
perspectivePos.perspectiveUp();
upperPos.up();
while(upperPos.z >= firstFloor) {
if(TilePtr tile = m_tiles[upperPos]) {
if(ThingPtr firstThing = tile->getThing(0)) {
const ThingType type = firstThing->getType();
if((type.isGround || type.isOnBottom) && !type.isDontHide) {
firstFloor = upperPos.z + 1;
break;
}
}
}
if(TilePtr tile = m_tiles[perspectivePos]) {
if(ThingPtr firstThing = tile->getThing(0)) {
const ThingType type = firstThing->getType();
if((type.isGround || type.isOnBottom) && !type.isDontHide) {
firstFloor = perspectivePos.z + 1;
break;
}
}
}
perspectivePos.perspectiveUp();
upperPos.up();
}
}
}
}
return firstFloor;
}
bool Map::isLookPossible(const Position& pos)
{
TilePtr tile = m_tiles[pos];
if(tile)
return tile->isLookPossible();
return true;
}
bool Map::isCovered(const Position& pos, int firstFloor)
{
Position tilePos = pos;
tilePos.perspectiveUp();
while(tilePos.z >= firstFloor) {
TilePtr tile = m_tiles[tilePos];
if(tile && tile->isFullGround())
return true;
tilePos.perspectiveUp();
}
return false;
}
bool Map::isCompletlyCovered(const Position& pos, int firstFloor)
{
Position tilePos = pos;
tilePos.perspectiveUp();
while(tilePos.z >= firstFloor) {
bool covered = true;
for(int x=0;x<2;++x) {
for(int y=0;y<2;++y) {
TilePtr tile = m_tiles[tilePos + Position(-x, -y, 0)];
if(!tile || !tile->isFullyOpaque()) {
covered = false;
break;
}
}
}
if(covered)
return true;
tilePos.perspectiveUp();
}
return false;
}
void Map::addThing(const ThingPtr& thing, const Position& pos, int stackPos)
{
if(!thing)
return;
if(MissilePtr shot = thing->asMissile()) {
m_missilesAtFloor[shot->getPosition().z].push_back(shot);
return;
}
TilePtr tile = getTile(pos);
tile->addThing(thing, stackPos);
if(CreaturePtr creature = thing->asCreature())
m_creatures[creature->getId()] = creature;
}
ThingPtr Map::getThing(const Position& pos, int stackPos)
{
if(const TilePtr& tile = m_tiles[pos])
return tile->getThing(stackPos);
return nullptr;
}
void Map::removeThing(const Position& pos, int stackPos)
{
if(TilePtr& tile = m_tiles[pos])
tile->removeThing(stackPos);
}
void Map::removeThing(const ThingPtr& thing)
{
if(!thing)
return;
if(MissilePtr shot = thing->asMissile()) {
m_missilesAtFloor[shot->getPosition().z];
for(auto it = m_missilesAtFloor[shot->getPosition().z].begin(), end = m_missilesAtFloor[shot->getPosition().z].end(); it != end; ++it) {
if(shot == *it) {
m_missilesAtFloor[shot->getPosition().z].erase(it);
break;
}
}
return;
}
if(TilePtr& tile = m_tiles[thing->getPosition()])
tile->removeThing(thing);
}
TilePtr Map::getTile(const Position& pos)
{
TilePtr& tile = m_tiles[pos];
if(!tile)
tile = TilePtr(new Tile(pos));
return tile;
}
void Map::cleanTile(const Position& pos)
{
if(TilePtr& tile = m_tiles[pos])
tile->clean();
}
void Map::addCreature(const CreaturePtr& creature)
{
m_creatures[creature->getId()] = creature;
}
CreaturePtr Map::getCreatureById(uint32 id)
{
if(g_game.getLocalPlayer() && g_game.getLocalPlayer()->getId() == id)
return g_game.getLocalPlayer();
return m_creatures[id];
}
void Map::removeCreatureById(uint32 id)
{
m_creatures.erase(id);
}
void Map::setCentralPosition(const Position& centralPosition)
{
m_centralPosition = centralPosition;
}